Cat Invaders Class Tier List
Who actually holds a lane after the cute cats stop being cute.
Classes in Cat Invaders are the long-term identity of a run. Weapons still do the killing — see the weapon tier list — but a Medic in a 12-player lobby is a different game from six Knights arguing over a chicken leg. This list ranks classes for solo wave pushing and online co-op separately where it matters.
Unlocks mix shop Gold, playtime, and the day-7 Alchemist daily. Codes do not grant classes. If a thumbnail promised a free Ninja code, it lied; check the codes hub.
S tier
Snowman (solo)
AoE snowball is the cleanest answer to clumped spawns. Wave-100 routes already want you on splash; Snowman is that plan with a class sticker. Pair with aim assist from the controls page and the ranged shop path in upgrade priority.
Medic (co-op)
Someone will die on Floppa lasers. A revive is worth more than 8% extra melee. Medic should buy food early and stand off the beam. In solo, Medic is A at best because you cannot revive yourself in a useful way compared to just not dying.
A tier
Knight
Armor synergy. If you already planned regen plates for wave 50, Knight makes those plates a build instead of a panic buy. Weak if you never open the armor tab. Strong on beat Floppa when a teammate kites and you hold adds.
Ninja
Players ask how to grind it, which is a signal. Mobility and burst help when lanes get sticky. Not the first unlock; do not stall Getting Started waiting for it.
B tier
Alchemist
Locked behind seven daily claims, so most of the player base is not on it during the hour they need help. The kit is a support/hybrid fantasy. Once you own it, treat it as A if you like the abilities; the rank here is mostly about access. Do not skip a week of Golden Weekend farming just to stare at the daily board.
Engineer (Version 1.1)
Turrets are extra barrels, not a replacement for splash. A-tier in co-op if someone actually places them. B-tier if you skipped ranged to afford the class.
Grenade / throw kits
Clump damage is real. Boss HP bars are less impressed. Fine as a spicy solo, worse than Snowman for the same job.
Vampire / Necromancer / Builder
Named in Version 1.1 notes and player comments. Rank them with the job they play like (combat / solo summon / walls), not by drip. Move them when a kit consistently clears Floppa.
C tier
Unupgraded starter identity
Whatever you spawn as before you pick a real class. Finish the shop identity. Fashion is not a tier.
Lobby modifiers
- Solo high waves — Snowman > Knight > everything that is not splash. See high waves.
- Duo with a friend — Medic + Snowman or Medic + Knight. One heal, one clear.
- Full 18 — at least one Medic. Extra Knights without food is a wipe with extra footsteps.
- Boss hunt night — Knight or Medic. Snowman still DPS.
Role loadouts: player builds. Lore-free kit talk: player classes.
Common ranking mistakes
Ranking a class by how it looks in a thumbnail with a minigun. The minigun is a weapon, not a class. Ranking Alchemist S because it is rare. Rarity is a daily gate. Ranking Medic D because you play solo. Then play solo and stop ranking Medic.
Patch notes that shuffle abilities will be noted on the updates hub. Until a written kit change, splash and healing keep winning.
If two classes feel equal in your hands, pick the one whose shop path you already funded. A funded B-tier beats an S-tier you cannot afford. That is the whole game hiding inside a letter.
Frequently Asked Questions
Quick answers to the most common Cat Invaders questions.
What is the best solo class in Cat Invaders?
Snowman, because AoE matches how solo cats clump. Knight is the backup if you over-armor.
What is the best co-op class?
Medic. Revives and heals fix 18-player chaos better than another damage skin.
Is Alchemist worth waiting for?
Claim the seven dailies, but do not freeze your wave progression until day 7.
Do I need a class to beat Floppa?
No, but Knight or Medic makes the laser phase less expensive. Damage still comes from weapons.